<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
	
	<!-- EN: ammo consumed per shot -->
	<ammoConsumedPerShotCount.label>每次射击消耗的弹药</ammoConsumedPerShotCount.label>
	<!-- EN: How many units of ammunition this gun consumes for each individual shot.\n\nThis applies to guns with multiple barrels that fire simultaneously with each pull of the trigger, or exotic energy weapons that use up different amounts of energy from a power cell. -->
	<ammoConsumedPerShotCount.description>这种枪每一次射击消耗多少弹药单位。\n\n这适用于每一次扣动扳机同时发射多个枪管的枪，或使用不同能量单位的异能武器。</ammoConsumedPerShotCount.description>
	
	<!-- EN: ammo generation per magazine override -->
	<AmmoGenPerMagOverride.label>弹药生成</AmmoGenPerMagOverride.label>
	<!-- EN: How many units of ammunition per magazine specified in pawnKindDef should a pawn bring.\n\nPurely used in pawn generation. You should not be able to read this in game. -->
	<AmmoGenPerMagOverride.description>在pawnKindDef中指定的每个弹夹应携带多少单位的弹药。\n\n仅用于角色生成，您不应该在游戏中看到此内容。</AmmoGenPerMagOverride.description>
	
	<!-- EN: Bipod stats -->
	<BipodStats.label>脚架</BipodStats.label>
	<!-- EN: Stats with bipod deployed and undeployed. -->
	<BipodStats.description>关于部署和取消部署脚架的统计信息。</BipodStats.description>
	
	<!-- EN: burst shot count -->
	<BurstShotCount.label>爆发性射击计数</BurstShotCount.label>
	<!-- EN: How many projectiles this weapon launch in one burst. -->
	<BurstShotCount.description>这种武器一次发射多少弹药。</BurstShotCount.description>
	
	<!-- EN: caliber -->
	<Caliber.label>弹药口径</Caliber.label>
	<!-- EN: The types of ammo this gun accepts. -->
	<Caliber.description>这把枪使用的弹药类型。</Caliber.description>
	
	<!-- EN: magazine capacity -->
	<MagazineCapacity.label>弹匣容量</MagazineCapacity.label>
	<!-- EN: How many projectiles this weapon's magazine holds and how long it takes to reload it. -->
	<MagazineCapacity.description>这个武器的弹匣能装多少。</MagazineCapacity.description>
	
	<!-- EN: muzzle flash -->
	<MuzzleFlash.label>膛口焰</MuzzleFlash.label>
	<!-- EN: How bright the muzzle flash is.\n\nMuzzle flashes will illuminate a shooter's position in darkness, exposing them to more accurate return fire. Brighter muzzle flashes are easier to target.\n\nPawns will remember the position of the muzzle flash for 5-10 seconds. -->
	<MuzzleFlash.description>枪口的闪光多么明亮啊。\n\n枪口闪光将照亮射手在黑暗中的位置，使他们暴露在更准确的回击火力之下。更明亮的枪口闪光更容易被瞄准。\n复制人将记住枪口闪光的位置5-10秒。</MuzzleFlash.description>
	
	<!-- EN: One-handed weapon -->
	<OneHandedness.label>单手武器 (CE)</OneHandedness.label>
	<!-- EN: Whether or not the weapon can be used with shields -->
	<OneHandedness.description>枪是否可以与盾牌一起使用</OneHandedness.description>
	
	<!-- EN: recoil amount -->
	<Recoil.label>后坐力</Recoil.label>
	<!-- EN: How much will this weapon recoil upon firing. -->
	<Recoil.description>这种武器发射后的后坐力大小。</Recoil.description>
	
	<!-- EN: reload time -->
	<ReloadTime.label>重新装填时间</ReloadTime.label>
	<!-- EN: How long should this weapon take to reload. -->
	<ReloadTime.description>这种武器需要多长时间才能重新装弹。</ReloadTime.description>
	
	<!-- EN: spread -->
	<ShotSpread.label>散布率</ShotSpread.label>
	<!-- EN: Inherent projectile spread. This represents the inherent inaccuracy of the gun and causes random conical deviation that is not influenced by skill. -->
	<ShotSpread.description>子弹固有偏离角度。表示枪的固有不准确性，引起的随机误差不受技能影响。</ShotSpread.description>
	<!-- EN: {0}° -->
	<ShotSpread.formatString>{0}°</ShotSpread.formatString>
	
	<!-- EN: sights efficiency -->
	<SightsEfficiency.label>视野效率</SightsEfficiency.label>
	<!-- EN: How good the sights on this weapon are. Quality sights reduce range errors and improve target leading. This is multiplied against the aiming accuracy of the shooter to calculate the amount of range and lead error.\n\nThe final modifier is calculated via this formula:\n(1.5 - aiming accuracy) / aiming efficiency\n\nLead error is calculated by multiplying this factor against total lead distance in cells. Range error is calculated by multiplying it against the total distance to the target divided by 4. -->
	<SightsEfficiency.description>当前武器的视野质量。高质量的武器视野可以降低射程误差并提升瞄准目标的能力。\n\n最终判定数值根据以下公式计算：\n(1.5 - 瞄准精度) / 瞄准效率\n\n瞄准误差：瞄准距离格数*判定数值。\n射程误差：(总距离格数/4)*判定数值。</SightsEfficiency.description>
	
	<!-- EN: weapon sway -->
	<SwayFactor.label>武器摆动</SwayFactor.label>
	<!-- EN: How difficult the gun is to keep steady. \n\nThe total sway is calculated as:\n(4.5 - shooting accuracy) * weapon sway factor\n\nAiming accuracy influences the sway reduction during aimed shots. For example, at 75% aiming accuracy sway will be reduced to 25%. -->
	<SwayFactor.description>让枪保持稳定的难度。\n\n总武器摆动计算公式：\n(4.5 - 射击精度) * 武器摆动系数\n\n瞄准射击过程中的枪口摆动会受到瞄准精度影响。例如，在75%的瞄准精度下，摆动将减少到25%。</SwayFactor.description>
	
	<!-- EN: fire rate -->
	<TicksBetweenBurstShots.label>战斗射速</TicksBetweenBurstShots.label>
	<!-- EN: The speed at this weapon launch projectiles. -->
	<TicksBetweenBurstShots.description>这种武器在单位时间内发射的弹数。</TicksBetweenBurstShots.description>
	
	<!-- EN: Additional weapon info -->
	<UBGLInfo.label>额外武器信息</UBGLInfo.label>
	<!-- EN: Information about under/over barrel or otherwise mounted weapons -->
	<UBGLInfo.description>枪挂套件或是其他附加武器的信息。</UBGLInfo.description>
	
</LanguageData>